TheMathWizard/views/game.js
2023-01-06 10:11:39 +01:00

947 lines
26 KiB
JavaScript

(function (w) {
let count = 1;
// game title
const gametitle = "The Math Wizard";
/*****************
*** resources ***
*****************/
// This tileset is from kenney.nl
// It's the "microrogue" tileset
const tileSet = document.createElement("img");
tileSet.src = "colored_tilemap_packed.png";
const tileOptions = {
layout: "tile",
bg: "transparent",
tileWidth: 8,
tileHeight: 8,
tileSet: tileSet,
tileMap: {
"@": [40, 0], // player
".": [32, 32], // floor
"M": [88, 0], // monster
"*": [72, 24], // treasure chest
"g": [64, 40], // gold
"x": [56, 32], // axe
"p": [56, 64], // potion
"a": [40, 32], // tree 1
"b": [32, 40], // tree 2
"c": [40, 40], // tree 3
"d": [48, 40], // tree 4
"e": [56, 40], // tree 5
"T": [72, 56], // tombstone
"╔": [0, 72], // room corner
"╗": [24, 72], // room corner
"╝": [72, 72], // room corner
"╚": [48, 72], // room corner
"═": [8, 72], // room edge
"║": [32, 72], // room edge
"o": [40, 72], // room corner
"D": [16, 16], //Door to win
"s": [32, 24], //stairs to next Stage
},
width: 25,
height: 40,
};
const usePointer = true;
const useArrows = true;
const touchOffsetY = -20; // move the center by this much
const scaleMobile = 4; // scale mobile screens by this much
const scaleMonitor = 6; // scale computer screens by this much
const turnLengthMS = 200; // shortest time between turns
// these map tiles are walkable
const walkable = [".", "*", "g", "D", "s"];
// these map tiles should not be replaced by room edges
const noreplace = walkable.concat(["M", "╔", "╗", "╚", "╝", "═", "║"]);
// These sound effects are generated using sfxr.me
const sfx = {
rubber:
"5EoyNVaezhPnpFZjpkcJkF8FNCioPncLoztbSHU4u9wDQ8W3P7puffRWvGMnrLRdHa61kGcwhZK3RdoDRitmtwn4JjrQsZCZBmDQgkP5uGUGk863wbpRi1xdA",
step: "34T6PkwiBPcxMGrK7aegATo5WTMWoP17BTc6pwXbwqRvndwRjGYXx6rG758rLSU5suu35ZTkRCs1K2NAqyrTZbiJUHQmra9qvbBrSdbBbJ7JvmyBFVDo6eiVD",
choice:
"34T6PkzXyyB6jHiwFztCFWEWsogkzrhzAH3FH2d97BCuFhqmZgfuXG3xtz8YYSKMzn95yyX8xZXJyesKmpcjpEL3dPP5h2e8mt5MmhExAksyqZyqgavBgsWMd",
hide: "34T6PkzXyyB6jHiwFztCFWEniygA1GJtjsQuGxcd38JLDquhRqTB28dQgigseMjQSjSY14Z3aBmAtzz9KWcJZ2o9S1oCcgqQY4dxTAXikS7qCs3QJ3KuWJUyD",
empty:
"111112RrwhZ2Q7NGcdAP21KUHHKNQa3AhmK4Xea8mbiXfzkxr9aX41M8XYt5xYaaLeo9iZdUKUVL3u2N6XASue2wPv2wCCDy6W6TeFiUjk3dXSzFcBY7kTAM",
hit: "34T6Pks4nddGzchAFWpSTRAKitwuQsfX8bfzRpJx5eDR7NSqxeeLMEkLjcuwvTCDS1ve7amXBg4eipzDdgKWoYnJBsQVESZh2X1DFV2GWybY5bAihB2EdHsbd",
miss: "8R25jogvbp3Qy6A4GTPxRP4aT2SywwsAgoJ2pKmxUFMExgNashjgd311MnmZ2ThwrPQz71LA53QCfFmYQLHaXo6SocUv4zcfNAU5SFocZnoQSDCovnjpioNz3",
win: "34T6Pkv34QJsqDqEa8aV4iwF2LnASMc3683oFUPKZic6kVUHvwjUQi6rz8qNRUHRs34cu37P5iQzz2AzipW3DHMoG5h4BZgDmZnyLhsXgPKsq2r4Fb2eBFVuR",
lose: "7BMHBGHKKnn7bgcmGprqiBmpuRaTytcd4JS9eRNDzUTRuQy8BTBzs5g8XzS7rrp4C9cNeSaqAtWR9qdvXvtnWVTmTC8GXgDuCXD2KyHJNXzfUahbZrce8ibuy",
kill: "7BMHBGKMhg8NZkxKcJxNfTWXKtMPiZVNsLR4aPEAghCSpz5ZxpjS5k4j4ZQpJ65UZnHSr4R2d7ALCHJe41pAS2ZPjauM7SveudhDGAxw2dhXpiNwEhG8xUYkX",
};
for (let s in sfx) {
sfx[s] = new SoundEffect(sfx[s]).generate().getAudio();
}
const keyMap = {
38: 0,
33: 1,
39: 2,
34: 3,
40: 4,
35: 5,
37: 6,
36: 7,
};
/*****************
*** game code ***
*****************/
// based on the original tutorial by Ondřej Žára
// www.roguebasin.com/index.php?title=Rot.js_tutorial,_part_1
const Game = {
// this is the ROT.js display handler
display: null,
// this is our map data
map: {},
// map of all items
items: {},
// reference to the ROT.js engine which
// manages stuff like scheduling
engine: null,
// schedules events in the game for ROT.js
scheduler: null,
// reference to the player object
player: null,
// reference to the game monsters array
monsters: null,
door: null,
// arrow handler
lastArrow: null, // arrow keys held
arrowInterval: null, // arrow key repeat
arrowListener: null, // registered listener for arrow event
// clean up this game instance
cleanup: cleanup,
playerAllowedToMove: true,
};
// this gets called by the menu system
// to launch the actual game
function init(game) {
game.map = {};
game.items = {};
// first create a ROT.js display manager
game.display = new ROT.Display(tileOptions);
resetCanvas(game.display.getContainer());
generateMap(game, count);
// let ROT.js schedule the player and monster entities
game.scheduler = new ROT.Scheduler.Simple();
game.scheduler.add(game.player, true);
game.monsters.map((m) => game.scheduler.add(m, true));
// render the stats hud at the bottom of the screen
renderStats(game.player.stats);
// kick everything off
game.engine = new ROT.Engine(game.scheduler);
game.engine.start();
count = 1;
}
function nextStage(game, stage, stats) {
game.map = {};
game.items = {};
game.display = new ROT.Display(tileOptions);
resetCanvas(game.display.getContainer());
if (game.engine) {
game.scheduler.clear();
game.scheduler = null;
game.monsters = null;
game.door = null;
game.stairs = null;
};
generateMap(game, stage);
// let ROT.js schedule the player and monster entities
game.scheduler = new ROT.Scheduler.Simple();
game.scheduler.add(game.player, true);
game.monsters.map((m) => game.scheduler.add(m, true));
// render the stats hud at the bottom of the screen
game.player.stats = stats;
renderStats(game.player.stats);
// kick everything off
game.engine = new ROT.Engine(game.scheduler);
game.engine.start();;
}
// this gets called at the end of the game when we want
// to exit back out and clean everything up to display
// the menu and get ready for next round
function destroy(game) {
// remove all listening event handlers
removeListeners(game);
// tear everything down
if (game.engine) {
game.engine.lock();
game.display = null;
game.map = {};
game.items = {};
game.engine = null;
game.scheduler.clear();
game.scheduler = null;
game.player = null;
game.monsters = null;
game.door = null;
game.stairs = null;
}
// hide the toast message
hideToast(true);
// close out the game screen and show the title
showScreen("title");
}
// this generates the game map
function generateMap(game, stage) {
const digger = new ROT.Map.Digger(tileOptions.width, tileOptions.height);
// list of floor tiles that can be walked on
const freeCells = [];
// list of non-floor tiles that can't be traversed
const zeroCells = [];
const digCallback = function (x, y, value) {
const key = x + "," + y;
if (value) {
zeroCells.push(key);
} else {
game.map[key] = ".";
freeCells.push(key);
}
};
digger.create(digCallback.bind(game));
generateItems(game, freeCells);
generateScenery(game.map, zeroCells);
generateRooms(game.map, digger);
game.player = createBeing(makePlayer, freeCells);
game.monsters = []
for ( var i= 0; i<= stage; i++) {
game.monsters.push(createBeing(makeMonster, freeCells));
}
// draw the map and items
for (let key in game.map) {
drawTile(game, key);
}
rescale(game.player._x, game.player._y, game);
}
function generateItems(game, freeCells) {
for (let i = 0; i < 15; i++) {
const key = takeFreeCell(freeCells);
if (!i) {
if(count < 5) {
game.stairs = key;
game.items[key] = "s";
} else {
game.door = key;
game.items[key] = "D";
}
} else {
game.items[key] = ROT.RNG.getItem(["g"]);
}
}
}
function takeFreeCell(freeCells) {
const index = Math.floor(ROT.RNG.getUniform() * freeCells.length);
const key = freeCells.splice(index, 1)[0];
return key;
}
function posFromKey(key) {
const parts = key.split(",");
const x = parseInt(parts[0]);
const y = parseInt(parts[1]);
return [x, y];
}
function generateScenery(map, freeCells) {
for (let i = 0; i < 100; i++) {
if (freeCells.length) {
const key = takeFreeCell(freeCells);
map[key] = ROT.RNG.getItem("abcde");
}
}
}
function generateRooms(map, mapgen) {
const rooms = mapgen.getRooms();
for (let rm = 0; rm < rooms.length; rm++) {
const room = rooms[rm];
const l = room.getLeft() - 1;
const r = room.getRight() + 1;
const t = room.getTop() - 1;
const b = room.getBottom() + 1;
map[l + "," + t] = "╔";
map[r + "," + t] = "╗";
map[l + "," + b] = "╚";
map[r + "," + b] = "╝";
for (let i = room.getLeft(); i <= room.getRight(); i++) {
const j = i + "," + t;
const k = i + "," + b;
if (noreplace.indexOf(map[j]) == -1) {
map[j] = "═";
}
if (noreplace.indexOf(map[k]) == -1) {
map[k] = "═";
}
}
for (let i = room.getTop(); i <= room.getBottom(); i++) {
const j = l + "," + i;
const k = r + "," + i;
if (noreplace.indexOf(map[j]) == -1) {
map[j] = "║";
}
if (noreplace.indexOf(map[k]) == -1) {
map[k] = "║";
}
}
}
}
function drawTile(game, key, ignore) {
const map = game.map;
if (map[key]) {
const parts = posFromKey(key);
const monster = monsterAt(parts[0], parts[1]);
const player = playerAt(parts[0], parts[1]);
const display = game.display;
const items = game.items;
const draw = [map[key], items[key]];
draw.push(monster && monster != ignore ? monster.character : null);
draw.push(player && player != ignore ? player.character : null);
display.draw(
parts[0],
parts[1],
draw.filter((i) => i)
);
}
}
// both the player and monster initial position is set
function createBeing(what, freeCells) {
const key = takeFreeCell(freeCells);
const pos = posFromKey(key);
const being = what(pos[0], pos[1]);
return being;
}
/******************
*** the player ***
******************/
// creates a player object with position, and stats
function makePlayer(x, y) {
return {
// player's position
_x: x,
_y: y,
character: "@",
name: "you",
// the player's stats
stats: { hp: 10, xp: 0, gold: 0 },
// the ROT.js scheduler calls this method when it is time
// for the player to act
act: () => {
Game.engine.lock();
if (!Game["arrowListener"]) {
document.addEventListener("arrow", arrowEventHandler);
Game.arrowListener = true;
}
},
};
}
// this method gets called by the `movePlayer` function
function checkItem(entity) {
const key = entity._x + "," + entity._y;
if (key == Game.door) {
if(count < 5) {
nextStage(Game, ++count, Game.player.stats);
} else {
win();
}
} else if (key == Game.stairs) {
nextStage(Game, ++count, Game.player.stats);
}else if (Game.items[key] == "g") {
Game.player.stats.gold += 1;
renderStats(Game.player.stats);
toast("You found gold!");
sfx["win"].play();
delete Game.items[key];
}
drawTile(Game, key);
}
function movePlayer(dir) {
const p = Game.player;
return movePlayerTo(p._x + dir[0], p._y + dir[1]);
}
function movePlayerTo(x, y) {
const p = Game.player;
const newKey = x + "," + y;
if (walkable.indexOf(Game.map[newKey]) == -1) {
return;
}
// check if we've hit the monster
const hitMonster = monsterAt(x, y);
if (hitMonster) {
//combat(p, hitMonster);
setTimeout(function () {
Game.engine.unlock();
}, 250);
} else {
hideToast();
drawTile(Game, p._x + "," + p._y, p);
// update the player's coordinates
p._x = x;
p._y = y;
// re-draw the player
for (let key in Game.map) {
drawTile(Game, key);
}
// re-locate the game screen to center the player
rescale(x, y, Game);
window.removeEventListener("arrow", arrowEventHandler);
Game.engine.unlock();
sfx["step"].play();
// check if the player stepped on an item
checkItem(p);
}
}
/*******************
*** The monster ***
*******************/
// basic ROT.js entity with position and stats
function makeMonster(x, y) {
return {
// monster position
_x: x,
_y: y,
character: "M",
name: "Orc",
stats: { hp: 3 },
// called by the ROT.js scheduler
act: monsterAct,
};
}
function monsterAct() {
const m = this;
const p = Game.player;
const map = Game.map;
const display = Game.display;
const passableCallback = function (x, y) {
return walkable.indexOf(map[x + "," + y]) != -1;
};
const astar = new ROT.Path.AStar(p._x, p._y, passableCallback, {
topology: 4,
});
const path = [];
const pathCallback = function (x, y) {
path.push([x, y]);
};
astar.compute(m._x, m._y, pathCallback);
path.shift();
if (path.length <= 1) {
Game.playerAllowedToMove = false;
Game.engine.lock();
combat(m, p);
} else {
drawTile(Game, m._x + "," + m._y, m);
m._x = path[0][0];
m._y = path[0][1];
drawTile(Game, m._x + "," + m._y);
}
}
function monsterAt(x, y) {
if (Game.monsters && Game.monsters.length) {
for (let mi = 0; mi < Game.monsters.length; mi++) {
const m = Game.monsters[mi];
if (m && m._x == x && m._y == y) {
return m;
}
}
}
}
function playerAt(x, y) {
return Game.player && Game.player._x == x && Game.player._y == y
? Game.player
: null;
}
// if the monster is dead remove it from the game
function checkDeath(m) {
if (m.stats.hp <= 0) {
if (m == Game.player) {
toast("You died!");
lose();
} else {
const key = m._x + "," + m._y;
removeMonster(m);
sfx["kill"].play();
return true;
}
}
}
// remove a monster from the game
function removeMonster(m) {
const key = m._x + "," + m._y;
Game.scheduler.remove(m);
Game.monsters = Game.monsters.filter((mx) => mx != m);
drawTile(Game, key);
}
/******************************
*** combat/win/lose events ***
******************************/
// this is how the player fights a monster
function checkSolution(solution, answer, hitter, receiver) {
console.log("Click: " + solution + " Antwort: " + answer);
if (solution == answer) {
hitter.stats.hp -= 1;
sfx["hit"].play();
if (checkDeath(hitter)) {
Game.player.stats.xp += 1;
showScreen("game");
Game.playerAllowedToMove = true;
Game.engine.unlock();
} else {
combat(hitter, receiver);
}
checkDeath(hitter);
} else {
sfx["miss"].play();
//showScreen("game");
//Game.playerAllowedToMove = true;
//Game.engine.unlock();
}
}
function setupButtons(answerValue, hitter, receiver) {
const randomValue = (min, max) =>
Math.floor(Math.random() * (max - min)) + min;
let randomVar = randomValue(1, 4);
if (randomVar == 1) {
document.getElementById("answer1").innerHTML = `${answerValue}`;
document.getElementById("answer2").innerHTML = `${
answerValue + randomValue(1, 4)
}`;
document.getElementById("answer3").innerHTML = `${
answerValue - randomValue(1, 4)
}`;
} else if (randomVar == 2) {
document.getElementById("answer1").innerHTML = `${
answerValue + randomValue(1, 4)
}`;
document.getElementById("answer2").innerHTML = `${answerValue}`;
document.getElementById("answer3").innerHTML = `${
answerValue - randomValue(1, 4)
}`;
} else {
document.getElementById("answer1").innerHTML = `${
answerValue - randomValue(1, 4)
}`;
document.getElementById("answer2").innerHTML = `${
answerValue + randomValue(1, 4)
}`;
document.getElementById("answer3").innerHTML = `${answerValue}`;
}
document.getElementById("answer1").addEventListener("click", async() => {
checkSolution(document.getElementById("answer1").innerText, answerValue, hitter, receiver);
}, {once: true});
document.getElementById("answer2").addEventListener("click", async() => {
checkSolution(document.getElementById("answer2").innerText, answerValue, hitter, receiver);
}, {once: true});
document.getElementById("answer3").addEventListener("click", async() => {
checkSolution(document.getElementById("answer3").innerText, answerValue, hitter, receiver);
}, {once: true});
}
function combat(hitter, receiver) {
const randomValue = (min, max) =>
Math.floor(Math.random() * (max - min)) + min;
let [num1, num2] = [randomValue(1, 10), randomValue(1, 10)];
const answerValue = eval(`${num1} * ${num2}`);
document.getElementById("question").innerHTML = `${num1} * ${num2} = ? `;
setupButtons(answerValue, hitter, receiver);
showScreen("combat");
checkDeath(receiver);
renderStats(Game.player.stats);
}
// this gets called when the player wins the game
function win() {
Game.engine.lock();
for (let i = 0; i < 5; i++) {
setTimeout(function () {
sfx["win"].play();
}, 100 * i);
}
// set our stats for the end screen
setEndScreenValues(Game.player.stats.xp, Game.player.stats.gold);
// tear down the game
destroy(Game);
showScreen("win");
}
// this gets called when the player loses the game
function lose() {
Game.engine.lock();
// change the player into a tombstone tile
const p = Game.player;
p.character = "T";
drawTile(Game, p._x + "," + p._y);
const ghost = createGhost([p._x, p._y]);
removeListeners(Game);
sfx["lose"].play();
setTimeout(function () {
setEndScreenValues(Game.player.stats.xp, Game.player.stats.gold);
// tear down the game
destroy(Game);
showScreen("lose");
}, 2000);
}
/************************************
*** graphics, UI & browser utils ***
************************************/
const clickevt = !!("ontouchstart" in window) ? "touchstart" : "click";
const $ = document.querySelector.bind(document);
const $$ = document.querySelectorAll.bind(document);
NodeList.prototype.forEach = Array.prototype.forEach;
// this code resets the ROT.js display canvas
function resetCanvas(el) {
$("#canvas").innerHTML = "";
$("#canvas").appendChild(el);
window.onkeydown = keyHandler;
window.onkeyup = arrowStop;
if (useArrows) {
document.ontouchend = arrowStop;
}
showScreen("game");
}
function rescale(x, y, game) {
const c = $("canvas");
const scale = window.innerWidth < 600 ? scaleMobile : scaleMonitor;
const offset = game.touchScreen ? touchOffsetY : 0;
const tw =
x * -tileOptions.tileWidth +
(tileOptions.width * tileOptions.tileWidth) / 2 +
-4;
const th =
y * -tileOptions.tileHeight +
(tileOptions.height * tileOptions.tileHeight) / 2 +
offset;
if (canvas) {
canvas.style.transition = "transform 0.5s ease-out 0s";
if (game.display) {
game.display
.getContainer()
.getContext("2d").imageSmoothingEnabled = false;
}
canvas.style.transform =
"scale(" +
scale +
") " +
"translate3d(" +
Math.floor(tw) +
"px," +
Math.floor(th) +
"px,0px)";
}
}
function removeListeners(game) {
if (game.engine) {
game.lastArrow = null;
clearInterval(game.arrowInterval);
game.arrowInterval = null;
game.engine.lock();
game.scheduler.clear();
window.removeEventListener("arrow", arrowEventHandler);
game.arrowListener = false;
window.onkeydown = null;
window.onkeyup = null;
}
}
// hides all screens and shows the requested screen
function showScreen(which, ev) {
ev && ev.preventDefault();
const el = $("#" + which);
const actionbutton = $("#" + which + ">.action");
document.querySelectorAll(".screen").forEach(function (s) {
s.classList.remove("show");
s.classList.add("hide");
});
el.classList.remove("hide");
el.classList.remove("show");
void el.offsetHeight; // trigger CSS reflow
el.classList.add("show");
if (actionbutton) {
actionbutton.focus();
}
}
// set the end-screen message
function setEndScreenValues(xp, gold) {
$$(".xp-stat").forEach((el) => (el.textContent = Math.floor(xp)));
$$(".gold-stat").forEach((el) => (el.textContent = gold));
}
// updates the stats listed at the bottom of the screen
function renderStats(stats) {
const st = $("#hud");
st.innerHTML = "";
for (let s in stats) {
attach(st, el("span", {}, [s.toUpperCase() + ": " + stats[s]]));
}
}
// creates the ghost sprite when the player dies
function createGhost(pos) {
const tw = tileOptions.tileWidth;
const th = tileOptions.tileHeight;
const left = "left:" + pos[0] * tw + "px;";
const top = "top:" + pos[1] * th + "px;";
const ghost = el("div", {
className: "sprite ghost free float-up",
style: left + top,
});
ghost.onanimationend = function () {
rmel(ghost);
};
return attach($("#canvas"), ghost);
}
function battleMessage(messages) {
const components = messages.reduce(function (msgs, m) {
return msgs
.concat(
m.split(" ").map(function (p) {
const match = p.match(/hit|miss/);
return el("span", { className: match ? match[0] : "" }, [p, " "]);
})
)
.concat(el("br", {}));
}, []);
return el("span", {}, components);
}
function toast(message) {
const m = $("#message");
if (
Game.scheduler._current == Game.player ||
m.className.indexOf("show") == -1
) {
m.innerHTML = "";
}
m.classList.remove("fade-out");
m.classList.add("show");
if (typeof message == "string") {
m.appendChild(el("span", {}, [message]));
} else {
m.appendChild(message);
}
}
function hideToast(instant) {
const m = $("#message");
if (instant) {
m.classList.remove("show");
m.classList.remove("fade-out");
m.innerHTML = "";
} else if (m.className.match("show")) {
m.classList.remove("show");
m.classList.add("fade-out");
m.onanimationend = function () {
m.classList.remove("fade-out");
m.innerHTML = "";
};
}
}
// create an HTML element
function el(tag, attrs, children) {
const node = document.createElement(tag);
for (a in attrs) {
node[a] = attrs[a];
}
(children || []).forEach(function (c) {
if (typeof c == "string") {
node.appendChild(document.createTextNode(c));
} else {
attach(node, c);
}
});
return node;
}
// add an HTML element to a parent node
function attach(node, el) {
node.appendChild(el);
return el;
}
// remove an element from the dom
function rmel(node) {
node.parentNode.removeChild(node);
}
/*************************
*** UI event handlers ***
*************************/
function keyHandler(ev) {
const code = ev.keyCode;
if (code == 187 || code == 189) {
ev.preventDefault();
return;
}
if (code == 70 && ev.altKey && ev.ctrlKey && ev.shiftKey) {
document.body.requestFullscreen();
console.log("Full screen pressed.");
return;
}
if (code == 73) {
toggleInventory(ev, true);
return;
}
if (code == 190) {
Game.engine.unlock();
return;
} // skip turn
if (!(code in keyMap)) {
return;
}
const dir = ROT.DIRS[8][keyMap[code]];
if (Game.display) {
ev.preventDefault();
}
if(Game.playerAllowedToMove) {
arrowStart(dir);
}
}
function arrowStart(dir) {
const last = Game.lastArrow;
Game.lastArrow = dir;
if (!last) {
document.dispatchEvent(new Event("arrow"));
if (Game.arrowInterval) {
clearInterval(Game.arrowInterval);
}
Game.arrowInterval = setInterval(function () {
document.dispatchEvent(new Event("arrow"));
}, turnLengthMS);
}
}
function arrowStop(ev) {
clearInterval(Game.arrowInterval);
Game.arrowInterval = null;
Game.lastArrow = null;
}
function arrowEventHandler() {
if (Game.lastArrow) {
movePlayer(Game.lastArrow);
} else {
arrowStop();
}
}
function startGame(ev) {
showScreen("game");
sfx["rubber"].play();
init(Game);
}
function handleMenuChange(which, ev) {
ev.preventDefault();
const choice = which.getAttribute("value");
showScreen(choice);
sfx["choice"].play();
}
function hideModal(ev) {
ev.preventDefault();
showScreen("title");
sfx["hide"].play();
}
function cleanup() {
destroy(Game);
$("#play").removeEventListener(clickevt, startGame);
}
/***************
*** Startup ***
***************/
// this code is called at load time and sets the game title
document.querySelectorAll(".game-title-text").forEach(function (t) {
t.textContent = gametitle;
});
// listen for the start game button
$("#play").addEventListener(clickevt, startGame);
if (w["rbb"]) {
w["rbb"].cleanup();
} else {
$("#plate").addEventListener(
"animationend",
showScreen.bind(null, "title")
);
document.querySelectorAll("#options #menu input").forEach(function (el) {
el.addEventListener("click", handleMenuChange.bind(null, el));
});
document.querySelectorAll(".modal button.action").forEach(function (el) {
el.addEventListener(clickevt, hideModal);
});
}
w["rbb"] = Game;
})(window);